This page summarizes posts made by Black Isle developers on the No Mutants Allowed message boards.
- Locations summary
Fort Abandon: a rundown NCR fort and a central
location in the game. The railway has a crossroads
here, and if the player so chooses, he can slowly
upgrade the fort into a center of prosperity.
Jericho: Formerly the Jericho Desalination Plant of
New Canaan, Jericho is all that is left of the Mormon
city. The town's prosperity revolves around the fresh
water the still-working plant produces. However, the
plant is old and inefficient, and Jericho is a long
way from being the economic powerhouse it wants to be.
Hoover Dam: The largest city in the game and the
headquarters of the NCR government. The town is built
along the top and sides of the dam. Unfortunately,
Governor Dodge is a weak leader, and the ongoing war
with the Brotherhood of Steel hasn't helped his
popularity much. Still, he's determined to hold the
NCR together after the destruction of Shady Sands by
Maxson Bunker: A small outpost of the Brotherhood of
Steel. The Brotherhood has become a shadow of its
former self. No longer the sole custodian of advanced
technology in the wasteland, the Brotherhood is
struggling to find a new identity. The current
leadership favors a return to power by wresting all
advanced tech from the hands of "lesser people" by any
means necessary. This attitude hasn't won them any
friends, and because many in the Brotherhood disagree
with such brutal methods, the whole organization is on
the verge of civil war.
Grand Canyon: Due to uranium demand shortly before The
War, the U.S. government removed the GC's status as a
national park and allowed private mining companies to
exploit the GC's supply of uranium (yes, there really
is uranium in the GC). The resulting mess was an
environmental disaster. As a result, the Canyon has
become one of the deadliest places in the wasteland,
home to hideous mutant things seen nowhere else. Sane
people avoid it; too bad The Prisoner will probably
find himself in the deepest, darkest depths of the
Canyon at some point...
Mesa Verde: A small cliff dwelling set high in the
side of a mesa. The people there, called the Ciphers,
seem like any other group of tribals. In reality,
they're quite skilled in science. They hold onto their
secret knowledge in preparation for the day they are
once again worthy to use it. The schematics for many a
forgotten device is painted all over the village
walls, but the few travelers that visit the village
are unaware of the significance, dismissing the
scribblings as "tribal art".
Oroborus: Home to Hecate, a tribal madwoman who sees
herself as a goddess and a prophet. The Daughters of
Hecate are her prime servants, spreading Hecate's will
to all the tribes. The Vipers, Raider exiles from the
West, have become Hecate's fanatical army and crush
anyone who challenges her. The other tribes fear
Hecate's power, and rightly so.
The Nursery: The last hope of the wasteland, where
seeds and another genetic information, preserved from
the world before The War, have been stored. This
hidden valley is a lush, verdant place. Harold the
Ghoul has found his way here, but thanks to the tree
in his head, has been marked as an "interesting
specimen" and has been prevented from leaving by the
Nursery's security bots.
The Twin Mothers: As tribal as tribals get, that's
these guys. They do well for themselves, having skill
in agriculture. They're the descendants of Vault 31,
and their village is built on top of the Vault. The
Vault itself has ceased working long ago, but it's
still a holy place to the Twin Mothers. Hecate has a
powerful influence here, but the tribe hasn't
completely fallen under her sway.
Hangdog Village: More tribals, but these guys are all
about dogs: pets, food, guards, etc. The Hangdogs are
slavers and scavengers, and are often in league with
Hecate. However, they're not all bad and they just
might not try to enslave The Prisoner if he proves
he's good enough to be one of them.
Boulder Dome: A research outpost, filled with all
sorts of scientific equipment. A ZAX supercomputer is
here, but it's been damaged and is unable to run at
full power. Still, the few scientists here seem to
make do, though they're somewhat tightlipped about
what exactly they're working on.
Denver: A ruined city of dogs and skyscrapers. There
is no real civilization here, just a series of
salvager camps set up high in the skyscaper ruins,
away from the endless pack of feral dogs which roam
the streets below.
Burham Springs: A fiery hellhole, thanks to the
ever-burning coal in the mines. Naturally, there's
*something* The Prisoner needs which can only be found
The Reservation: A ghoul town, and naturally highly
radioactive. The ghouls are sick of being the
underdogs of the wasteland, and they have a new leader
who's going to stick it to the humans good. Firing
radioactive artillery shells via Nuclear Nellie, the
ghouls' bigass gun, into every town ought to clear
those pesky humans out. Of course, Nellie isn't quite
working right and the ghouls haven't figured out a way
to move Nellie around easily.
Bloomfield Airbase: An old Airforce base, littered
with the rusting carcasses of numerous air vehicles.
It's also got not one but TWO working shuttles. Anyone
up for a trip into space?
B.O.M.B. 001: The Ballistic Orbital Missile Base and
the U.S.'s far more destructive version of Sputnik.
It's the endgame area, and won't be seen until the end
of Act 3.
''It was a Rottweiler which was exposed to "something" that made it a little bigger, a little tougher, and a little
meaner than the average rotty-rot (I love Rottweilers, btw). You had to do a few things before the dog would befriend
you, though. Also, we wanted to make a dog companion that would be a great fighting ally as well.''
Apparently this NPC was referred to as the Devil Dog by the Hangdog people. IIRC, I think I heard that you could name
him whatever if you got him.
Also, I think you could tame any old dog around that area (you needed a dog to effectively deal with the Hangdog people)
and have him as an NPC. I can't be 100% sure on that tho.
To tell you the truth, I have no idea what you would have to do to get him to join you (normal dogs was a check on some
of your traits mainly), but I know that once you have him he does all sorts of interesting stuff for you (especially
within the Hangdog tribe, as the better your dog, the better your status).
One of the more interesting NPCs, imo:
The Hanged Man was intended to be the best combat CNPC in the game. Fists, knives, guns - he was master of them all. The
player was supposed to be able to find all the CNPCs early on, but they didn't want The Hanged Man to be *too* good
right away. THey were still working on how to limit him
The Hanged Man is wrapped from head to toe in bandages because he's pretty much burned all over. The fact that he's
still quite mobile and dangerous is a testament to his badassness. When the PC finds him, he's hanging by the neck from
a pole at Fort Abandon, a central Shady Sands-type area in FO3. He's pissed and very much alive, and will tag along with
the PC if the PC cuts him down.
Unfortunately, The Hanged Man is also one of the most evil characters around. Rape, murder, robbery - he's done them
all. The tribals know his reputation, and having him in the party will make dealing with them *extremely* difficult.
Even the civilized areas are somewhat fearful of him because he's the man with a seemingly infinite amount of lives.
Little is known about The Hanged Man's history. He'll reveal that he's got a connection to Caesar's Legion, and is
particularly ticked off at them.
- More on the Devil Dog and the Hangdogs
My original design for the Hangdogs did indeed have the quality of one's dog determining rank within the tribe. The
leader of the tribe always had the best dog. To win the Hangdogs' respect, the player must undergo the Hangdog's ritual
of manhood by traveling into the nearby foothills and either stealing a puppy from the feral pack's den, or taming an
The Devil Dog also lives in those foothills, but the Hangdogs see him more as an evil spirit than an actual living dog.
He's a loner, never hanging out with the other dogs (a very unnatural thing in Hangdog eyes), he survives fights with
creatures that would kill all other dogs, and every Hangdog who has attempted to tame him has nothing but scars and
missing body parts to show for his efforts. Showing up at the village with the Devil Dog at his side would have brought
the player instant respect... and a great deal of fear. I believe "Walks With the Devil" was the proposed reputation
title you could get with that tribe if you had the Devil Dog as a companion. Had you brought back a normal dog or a
puppy, the Hangdogs would have greeted you as a brother. With the Devil Dog, you become more of a shaman, one they're
very, very careful not to upset.
More on the Devil Dog
The Situationist wrote:
''What about this 'Dog Town' that Sean keeps referring to? Was that an independent location or a sub-location within the places mentioned here?''
Dog Town = Denver, just as "the Dome" = Boulder. I was trying not to spill all the beans at once, but kumquat shot that
plan in the head. ;)
''Would this also grant the PC any special "traits" within the city? I guess that people would treat you with a high respect, but would it grant that they give you gifts, "mercs" or the like and so on?''
There were things that you could get from the Hangdogs for "owning" the Devil Dog. You could get training for your dog,
or medical supplies, or use your increased influence to affect the outcome of certain quests, you could challenge the
leader of the Hangdogs to a dogfight over leadership of the tribe (and the Devil Dog was just about the only dog that
could beat his dog), and so on.
Of course, the Devil Dog wasn't exactly healthy, and that made him unstable and dangerous....
Other fun stuff, this time relating to Boulder: Cannibalizing holodisks to save ZAX, learning about the robobrains and
sleepers and CODE, extracting CNPC brains to put in robobrain bodies, using CODE to condition said brains so they
wouldn't attack you after the operation....